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Quake Map Jam 666 : Fire And Brimstone
Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set. Check the readme file in the zip below for further details of what the Jam is about.

Any questions or comments, please post to this thread only.

Theme - Fire and Brimstone
Deadline - 16th August 2015

Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository
for more wads : https://www.quaddicted.com/files/wads/

Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. Texture lighting in particular should be very useful for this jam!
Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/
Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Engine:
Make it for Fitzquake / Quakespasm, bitches. You know the score.

Theme reference images:
http://daz.fov120.com/images/jam6/theme1.jpg
http://daz.fov120.com/images/jam6/theme2.jpg
http://daz.fov120.com/images/jam6/theme3.jpg
http://daz.fov120.com/images/jam6/theme4.jpg
http://daz.fov120.com/images/jam6/theme5.jpg
http://daz.fov120.com/images/jam6/theme6.jpg
http://daz.fov120.com/images/jam6/theme7.jpg
http://daz.fov120.com/images/jam6/theme8.jpg

It is a good idea to find reference images that you like so you can follow them and avoid staring at a blank editor wondering what to make!

Download the Map Jam 666 zip : http://daz.fov120.com/files/jam666.zip

Also, a reminder : Water Alpha will be set to "1" for this jam! (Not transparent) because lava. Keep this in mind when building your maps!

Feel free to post wip images of your level in this thread! Good luck and GO MAP!

And finally, a list of designers that are streaming their level designs :

http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

Post below if you are streaming and I can get the list updated!
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Did the image need to be that large? Geez... 
 
LOL, never mind ... I had my browser zoomed in for some reason.

ANYWAY ... yeah, it's a cool structure. I like it! Looks perfect for player teasing - they can see an item in the upper archway but can't get it until later. 
Necros 
What kind of sorcery is that? What are you using man? 
Rollcall 
Couple shots of my weaksauce progress so far... not much else to show yet :P

http://i.imgur.com/ZPV9lsN.jpg
http://i.imgur.com/BsBKREV.jpg 
Nothing Weak About That, Nice! 
 
#WIPWednesday 
http://scampie.net/etc/wip/jam6_pipebridge.jpg

Feel like I haven't made much progress either... this area is all I've done and it's not even finished. I have some basic gameplan for the layout at least

Tonight I've basically done nothing because I've made, remade, and completely scrapped what would be behind the POV of that shot. Hopefully I will feel inspired tomorrow... or I'll go do some interiors for awhile.

Might be that I'm just thinking too grand. 
#WIPWednesday 
http://scampie.net/etc/wip/jam6_pipebridge.jpg

Feel like I haven't made much progress either... this area is all I've done and it's not even finished. I have some basic gameplan for the layout at least

Tonight I've basically done nothing because I've made, remade, and completely scrapped what would be behind the POV of that shot. Hopefully I will feel inspired tomorrow... or I'll go do some interiors for awhile.

Might be that I'm just thinking too grand. 
Scampie 
Play a little for inspiration. Who knows what comes to mind after a short session ;) 
Rubicon+lava 
looks sweet 
Still Working On My NAE NAE 
But I have my WIP! :D Anyone? Oh, shut up.

Quick intro: I'm new here, I don't talk much, but I type a lot when I finally say something. This is one of those times, so no hard feelings if you want to just skim this whole thing.

I'd love to make a bit more progress before sharing anything, but my sleep schedule is screwed up and I'm too tired to Google "time zone converter", so in the interest of not missing the roll call deadline, here are some shots: http://imgur.com/a/5mxh4

I tried to show an interesting portion of the map without giving too much away. It's a fairly open plan, I don't want to spoil the sense of discovery showing the whole thing at once. It's for your own good, you understand. Yes, that's a good way to rationalize it.

In order, the album shows an overview of the center of the map (it'll get extra light as I go along, don't worry), a view under the lava bridge, and a closer view of the structures beyond. The last image is just for fun, and is apparently what my sloppy temp geometry does when Tyrutils' light is run with -extra4. It started when I added -gate 1.0, but has persisted even though I've removed the option. A default compile works fine. I'm sure I'm just asking too much of the tools, I'll get my crap together soon enough. Or maybe my computer will melt.

My work so far is primitive as all hell, since unfortunately I'm still blocking out the map. Rough geometry, placeholder textures, just enough to organize my thoughts and get the map running. I've got a grand total of four enemies in there right now, and the triggers, doors and keys are only almost all there. I'm a slug.

Part of the reason for that, though, is hopefully justifiable. I spent the two days before the jam started, and a couple once I began mapping, hacking away at Metapyzik's VMF Instance Inserter. It's a third party utility for Source engine games that lets you use func_instances (see https://developer.valvesoftware.com/wiki/Func_instance to learn more) in branches of Source whose tools don't natively support them.

I've found instances, and by extension VMFII, more than a bit useful in my own projects, and in the run up to this event it occurred to me the VMF format isn't too far from the MAP format, nor are Quake FGDs dissimilar from the Source versions. So my fork of VMFII now supports Quake maps. You can't see the instance contents in editor, of course, since that would require editor-specific support, but they compile properly, name fixup and variable/material replacements work, and I'm using a couple of them in my own map. I'll clean up the code and publish the branch to Github at some point, I just want to use it for a while longer to see if I stumble over any more giant bugs. Keep an eye out here if you're interested: https://github.com/ItEndsWithTens/VMFInstanceInserter

As far as everyone else's work:

necros: Your work for this Map Jam is making me Map Jelly. I'm a Hammer/Jackhammer devotee, myself, but I'm always fascinated by what comes out of 3D modeling packages with converters like Warren's. Keep it up, can't wait to play!

Breezeep: Teasing people with an item is a great idea, but if it were me I'd go a step further and have a monsterjump launch something out of there after a few seconds.

matecha: I love that ledge up in the corner. Is that where the stairs lead, or are we getting a glimpse at a potential secret area?

Scampie, you posted that while I was writing all this, now I feel like an even bigger schlub.

Sorry for the essay! Looking forward to the results, hope I can bang this thing out fast enough to finish on time. Now if you'll excuse me, I have a map to map. 
ROLL CALL Yeay! 
3 wips : http://imgur.com/a/VZPaN

Might need to tweak the light coming from the lava, it could be quite overpowering once I put a ceiling on this area. We'll see. The area in the pics is very interconnected and the player snakes around in it working upwards slowly. I'm currently thinking about how to make this progress interesting by putting things in the players way, etc.

Feedbacks :

ma�echa : I like the fire in the lava, that's a cool idea! Looks like you have a good idea on the style you want, expand that bad boy :D

Scampie : I'm very happy that there are some different styles in this jam, I was hoping someone would do a tech/lava map :D Rubicon looks like a perfect choice for this style, it just feels hot and corroded by heat when used with lava and that lighting. NICE. Moar pipes required! Would love to see more interaction between the lava and machinery in the level.

ItEndsWithTens : Hey :) We stole you from Half-Life 2! I like the size here, and that there are various walkways all over the cavern to crawl around on. Should be cool when it's fleshed out some more. The disco lighting could be caused by an old <mapname>.lit being loaded. try deleting it and see if it goes away.

Necros : This is looking fantastic, I just hope and pray that you can get it sealed and compiling ok! Don't go too mental with the detailing, only 1.5 weeks left! :D Hard to say much more about it at this stage. Good luck! :)

Breezeep_ : Nice style, Knave is a texture set that will work well for this jam! Looks like you could stick an item in the top arch for the player to get later on (or with a cheeky rocket jump). Keep at it! 
Daz 
that is looking hella sweet! 
 
I basically started over so not much to show so far but ... Found a theme I'm enjoying.

https://dl.dropboxusercontent.com/u/161473/Misc/MapJam666_A.jpg 
Loving The Shots So Far Guys 
 
Roll Call WIP Stuff 
 
I planned, sketched, started, deleted part, deleted all, started again and now it's rolling. Don't know about the deadline, though.

Anyway, just came from the Devil's Library, near my workplace:
http://www.realgabinete.com.br/portalWeb/ 
Nice WIP 
I am not making any real progress as I am spending far more time playing with the editing tools and learning a lot about them. Also blown away by the WIPs so far.

@ma�echa: your map looks pretty awesome, don't beat yourself up, you are killing it

Anyways, here is mine:
https://www.dropbox.com/s/ikxhqhoopsz0ze9/QuakeJam_WIP_1.jpg?dl=0

Again, my first map in way over a decade. :-p

I can't seem to get Obj2Map to work and wasted a ton of time trying to get it to work and threw away some awesome geometry. 
Wow 
there's a lot of nice variety here, and a lot of fresh faces! awesome! 
Really Nice WIPS Going On 
Oh, Annnnddddd... 
Going to start streaming soon:

http://www.twitch.tv/ionous 
WIP Wednesday. 
You know what I'm seeing? I'm seeing a lot of fire, plenty of brimstone, and lots of people mapping cool stuff. Nice one guys keep it going, and if you get overwhelmed, remember small can be beautiful. 
WIP Stuff! 
Hello! It's still Wednesday where I am, so I hope this isn't too late. Here is an album:
http://imgur.com/a/64F1P

Things are going well. I'm learning a lot and having tons of fun. The album includes original level sketches, but I'm re-scoping daily. Fire to be added later ;D

I have so many questions:
- I feel like I'm using a lot of detail. How much can Quake handle? Is it a hard limit?

- I'm starting every brush covered in SKIP and only texturing the faces the player will see. I'm used to this from HL2. Does it matter in Quake?

- How are you all getting those in-game lit shots with grey backgrounds?

- How do I edit lights for EricW's stuff? Is it done in-editor (Jackhammer) or do I have to edit a text file somewhere?

Thank you all for your help so far and for any future help. Everyone's progress is looking very good. Can't wait for this to be the first set of Quake jam maps I play.

Apologies for the garbage quality photos. 
Nice 
Liking the bridge and rocks! Sketching layouts is always a cool idea but don't go overboard drawing everything, only 1.5 weeks left!

To answer some of your questions :

- I feel like I'm using a lot of detail. How much can Quake handle? Is it a hard limit?

64,000 marksurfaces is the hard limit for standard Quake bsp files. If you go over that you switch to the BSP2 file type that EricW's compiler supports. You won't hit any of those limits :) You can check marksurfaces in the bsp compiler log

- I'm starting every brush covered in SKIP and only texturing the faces the player will see. I'm used to this from HL2. Does it matter in Quake?

It works the same as it does in HL/HL2. If the face is on the "outside" of the map it will be removed by the bsp compiler. it's a nice habit to only texture the faces you need, but its not typically required.

- How are you all getting those in-game lit shots with grey backgrounds?

I believe the command is "r_clear 1" in console, or set it in your config. It removes the HOM from level gaps!

- How do I edit lights for EricW's stuff? Is it done in-editor (Jackhammer) or do I have to edit a text file somewhere?

You can add keys/values in the editor using smart edit and using EricW's site as a reference : http://ericwa.github.io/tyrutils-ericw/doc/light.html OR you can use my Jackhammer specific fgd file that adds all the new stuff from EricW's tools into the editor : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd You must use EricW's compiler for any of this stuff to work (obviously :D) 
Just Wondering... 
...If I'm running low on time or interest to finish my map, should I hand it over to another mapper? 
No 
Just request an extension if you're running low on time. 
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